#include "bvh.h"
VG_STATIC float
- k_walkspeed = 20.0f, /* no longer used */
+ k_walkspeed = 12.0f, /* no longer used */
k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
v3f handl_target, handr_target,
handl, handr;
+
+ /* Input */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_emjs2h,
+ *input_emjs2v,
+ *input_jump,
+ *input_push,
+ *input_walkh,
+ *input_walkv,
+ *input_switch_mode,
+ *input_reset,
+ *input_grab;
/* Camera */
float air_blend;
/*
* Submodules
*/
+VG_STATIC void player_mouseview(void);
+
#include "player_physics.h"
#include "player_ragdoll.h"
#include "player_model.h"
VG_STATIC void player_init(void) /* 1 */
{
+ player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
+ player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
+ player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
+ player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
+ player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
+ player.input_emjs2h = vg_create_named_input( "kbgrab-h", k_input_type_axis );
+ player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis );
+ player.input_jump = vg_create_named_input( "jump", k_input_type_button );
+ player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
+
+ player.input_walkh = vg_create_named_input( "walk-h",
+ k_input_type_axis );
+ player.input_walkv = vg_create_named_input( "walk-v",
+ k_input_type_axis );
+
+
+ player.input_switch_mode = vg_create_named_input( "switch-mode",
+ k_input_type_button );
+ player.input_reset = vg_create_named_input( "reset", k_input_type_button );
+
+ const char *default_cfg[] =
+ {
+ "bind steer-h gp-ls-h",
+ "bind -steer-h a",
+ "bind +steer-h d",
+
+ "bind steer-v gp-ls-v",
+ "bind -steer-v w",
+ "bind +steer-v s",
+
+ "bind grab gp-rt",
+ "bind grab-h gp-rs-h",
+ "bind grab-v gp-rs-v",
+
+ "bind -kbgrab-h left",
+ "bind +kbgrab-h right",
+ "bind -kbgrab-v down",
+ "bind +kbgrab-v up",
+
+ "bind jump space",
+ "bind jump gp-a",
+
+ "bind push gp-lt",
+ "bind +push shift",
+
+ "bind walk-h gp-ls-h",
+ "bind walk-v gp-ls-v",
+ "bind +walk-h d",
+ "bind -walk-h a",
+ "bind +walk-v w",
+ "bind -walk-v s",
+
+ "bind reset gp-lb",
+ "bind reset r",
+
+ "bind switch-mode gp-y",
+ "bind switch-mode e",
+ };
+
+ for( int i=0; i<vg_list_size(default_cfg); i++ )
+ execute_console_input(default_cfg[i]);
+
rb_init( &player.phys.rb );
rb_init( &player.collide_front );
rb_init( &player.collide_back );
.data = &k_walkspeed,
.data_type = k_convar_dtype_f32,
.opt_f32 = { .clamp = 0 },
- .persistent = 1
+ .persistent = 0
});
vg_convar_push( (struct vg_convar){
sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
player_model_init();
+
+ /* controls */
+
}
VG_STATIC void player_save_rewind_frame(void)
}
}
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
+{
+ if( ui_want_mouse() )
+ return;
+
+ v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
+ player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
/* Deal with input etc */
VG_STATIC void player_update_pre(void)
{
return;
}
- if( vg_get_button_down( "reset" ) )
+ if( vg_input_button_down( player.input_reset ) )
{
if( player.is_dead )
{
}
}
- if( vg_get_button_down( "switchmode" ) )
+ if( vg_input_button_down( player.input_switch_mode ) )
{
phys->on_board ^= 0x1;
audio_unlock();
}
+
+ if( !phys->on_board )
+ player_mouseview();
}
VG_STATIC void player_update_fixed(void) /* 2 */